[Question] Area Trigger? menu

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  1. #1
    ilikepiehehe's Avatar Sergeant
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    [Question] Area Trigger?

    Hey there ownedcore!

    So I want to make a event that is triggered when a player passes a certain area does anyone know how to do this? I example would be when u walk in icc after u enter the first hall Tirion starts his RP with the Lich King!

    I also would like to know how to make a came object despawn on defeating all enemies!

    Thanks!
    Last edited by ilikepiehehe; 03-09-2013 at 12:56 PM.

    [Question] Area Trigger?
  2. #2
    Meiya Stormsinger's Avatar Contributor

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    Could you tell me which core you are using?

  3. #3
    stoneharry's Avatar Moderator Harry

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    AreaTriggers are handled client side. When a player enters one, it tells the server who responds (and does some validation checking to make sure the player isn't faking it).

    You can recreate similar effects by having invisible creatures checking for nearby players within a range or by checking the players position within a grid.

  4. #4
    ilikepiehehe's Avatar Sergeant
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    I use Arcemu so how would i start this hole Area effect trigger?

  5. #5
    DoxramosPS's Avatar Knight
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    Question for stone off this. So essentially you can spawn a "waypoint" and have a script linked to the NPC
    Code:
     Player->SendNotify("You are not welcome here. Leave at once.");
    Never toyed with them really, but if that's the theory I could see some fun that way.
    Mangos and Trinity Emulation
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  6. #6
    stoneharry's Avatar Moderator Harry

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    Originally Posted by DoxramosPS View Post
    Question for stone off this. So essentially you can spawn a "waypoint" and have a script linked to the NPC
    Code:
     Player->SendNotify("You are not welcome here. Leave at once.");
    Never toyed with them really, but if that's the theory I could see some fun that way.
    Yes, it behaves similar to a waypoint, but waypoints are purely virtual. When you "show" them, the server only spawns them then so that you can see it.

    To make a invisible creature on ArcEmu you use a invisible display ID and give it untargetable UNIT_FIELD_FLAGS.

    To make a invisible creature with TrinityCore, there is a flag that can be used in the creature_template table to make it only visible to GM's.

    Check for nearby players each AI tick, when player is found, do something depending on set conditions. Programming is really, really open. You can do what you want, and implement much if you think creatively.

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